Latest News


ResEdit Released on GitHub

Today MAXON released ResEdit’s source code on GitHub under Apache license.

The source code is released as is. No special preparation was done prior to its release.
There won’t be any support. You may use it as is. Maybe you can learn from it.
You may also improve it and fork from this project. If you feel like sharing your changes
with MAXON for reintegration, MAXON would certainly be grateful. But this is by no means a must.

The included project files are for VisualStudio 2012. The project got (superficially) tested
in Cinema 4D R16. Simply put the project folder into Cinema 4D’s plugins folder (in program
directory) and load the ResEdit.sln into VisualStudio 2012.


Cinema 4D R17 Drops C++ API Legacy Support

With Cinema 4D R17 the legacy support for the old pre-R15 C++ API will be dropped. The __LEGACY_API define will no longer be available. This means after two years of time for transition you will finally have to switch to the new API in order to compile plugins for R17. This step is not taken lightly, but was necessary to proceed with Cinema 4D’s internal development. A guide how to transition your plugin can be found in the SDK documentation.
Most of the needed changes can be done with simple search & replace operations. Only very few changes need your attention and manual adjustment of code.

MAXON is aware, that this means additional work for external developers. We apologize for this.

The Cinema 4D R17 C++ SDK will also require newer IDE versions:
Windows: Visual Studio 2013
Mac: Xcode 6 (any subversion will work, tested 6.0 to 6.4)

If you need any assistance in handling the transition, please feel free to contact the SDK Support Team, either in Plugin Café forums or via e-mail (


Change of Python Integration

With the next major version Cinema 4D R17 (SP1 to be precise) we will move from Python 2.6.4 to Python 2.7.9.
From then on Python 2.6.4 will not be used anymore.

The reason for this decision were minor issues in Python 2.6 and increased compatibility with other 3D packages.

In most cases this change should be no problem. Tests with existing scripts/plugins showed, almost
all scripts, plugins, etc. are compatible with Python 2.7. Only in very rare cases adjustments need to be made.

Note for Custom compiled Python C-modules:
If a plugin is based on a Python C-module, this module needs to be recompiled. Latest Xcode version and Visual Studio 2012 SP4 should be used for this.

New in Python 2.7.9
Detailed changelog of version 2.7.9

Getting Started

first time around?

Pick the right API for the right job

The very first thing you will need to do is choose which API will suit your needs.
Cinema 4D has... four APIs, the first three may be used to add functionality and are part of the product's distribution:
  • C++
    The C++ SDK is what is used internally by the development team to write all our product's functionalities.  It is robust reliable and the obvious choice for commercial plugins.  The C++ SDK offers the most extended capabilities of all APIs. Yet, if you are new in software development the learning curve may be a bit too steep. Then you probably want to have a look at the scripting languages.
  • Python and COFFEE
    Python and COFFEE are scripting languages. They are a good choice for TDs, easier, more flexible to use than the C++ API, but the feature set exposed is a bit less extended. In general both provide the means for very rapid development. On the other hand your sources are harder to protect in Python and COFFEE, your algorithms are easily exposed to all for reading. Nowadays you will probably prefer Python over COFFEE.
  • Mélange
    Mélange is a bit different, as it provides means to exchange data with the "outside world". It can be downloaded on this site.

Find information

All APIs have their own documentation which can be downloaded from this website.  That documentation contains two things: articles explaining concepts and a functional documentation of the header files.  The later is generated directly from our sources and is written by our development team.  We publish relevant articles on our plugin development blog.  These articles eventually find their way into the API documentation. The first place to look is on your chosen API's page.  We will explain how to setup your development environment and get results fast.

Find help

We all need help once in a while. For this we have a Q&A forum where all are invited to ask questions and provide answers. Our support engineers will do their best to provide a solution to your problem.